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1 /* | |
2 * Copyright (C) 2007, 2008, 2009 Apple Inc. All rights reserved. | |
3 * | |
4 * Redistribution and use in source and binary forms, with or without | |
5 * modification, are permitted provided that the following conditions | |
6 * are met: | |
7 * | |
8 * 1. Redistributions of source code must retain the above copyright | |
9 * notice, this list of conditions and the following disclaimer. | |
10 * 2. Redistributions in binary form must reproduce the above copyright | |
11 * notice, this list of conditions and the following disclaimer in the | |
12 * documentation and/or other materials provided with the distribution. | |
13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of | |
14 * its contributors may be used to endorse or promote products derived | |
15 * from this software without specific prior written permission. | |
16 * | |
17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY | |
18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY | |
21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF | |
26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
27 */ | |
28 | |
29 #include "config.h" | |
30 #include "core/frame/animation/AnimationBase.h" | |
31 | |
32 #include "core/frame/animation/AnimationControllerPrivate.h" | |
33 #include "core/frame/animation/CompositeAnimation.h" | |
34 #include "core/rendering/RenderBox.h" | |
35 #include "platform/animation/AnimationUtilities.h" | |
36 #include "platform/animation/TimingFunction.h" | |
37 #include <algorithm> | |
38 | |
39 using namespace std; | |
40 | |
41 namespace WebCore { | |
42 | |
43 AnimationBase::AnimationBase(const CSSAnimationData* transition, RenderObject& r
enderer, CompositeAnimation* compAnim) | |
44 : m_animState(AnimationStateNew) | |
45 , m_isAccelerated(false) | |
46 , m_transformFunctionListValid(false) | |
47 , m_filterFunctionListsMatch(false) | |
48 , m_startTime(0) | |
49 , m_pauseTime(-1) | |
50 , m_requestedStartTime(0) | |
51 , m_totalDuration(-1) | |
52 , m_nextIterationDuration(-1) | |
53 , m_object(&renderer) | |
54 , m_animation(const_cast<CSSAnimationData*>(transition)) | |
55 , m_compAnim(compAnim) | |
56 { | |
57 // Compute the total duration | |
58 if (m_animation->iterationCount() > 0) | |
59 m_totalDuration = m_animation->duration() * m_animation->iterationCount(
); | |
60 } | |
61 | |
62 void AnimationBase::setNeedsStyleRecalc(Node* node) | |
63 { | |
64 if (node) | |
65 node->setNeedsStyleRecalc(LocalStyleChange); | |
66 } | |
67 | |
68 double AnimationBase::duration() const | |
69 { | |
70 return m_animation->duration(); | |
71 } | |
72 | |
73 bool AnimationBase::playStatePlaying() const | |
74 { | |
75 return m_animation->playState() == AnimPlayStatePlaying; | |
76 } | |
77 | |
78 void AnimationBase::updateStateMachine(AnimStateInput input, double param) | |
79 { | |
80 if (!m_compAnim) | |
81 return; | |
82 | |
83 // If we get AnimationStateInputRestartAnimation then we force a new animati
on, regardless of state. | |
84 if (input == AnimationStateInputMakeNew) { | |
85 if (m_animState == AnimationStateStartWaitStyleAvailable) | |
86 m_compAnim->animationController()->removeFromAnimationsWaitingForSty
le(this); | |
87 m_animState = AnimationStateNew; | |
88 m_startTime = 0; | |
89 m_pauseTime = -1; | |
90 m_requestedStartTime = 0; | |
91 m_nextIterationDuration = -1; | |
92 endAnimation(); | |
93 return; | |
94 } | |
95 | |
96 if (input == AnimationStateInputRestartAnimation) { | |
97 if (m_animState == AnimationStateStartWaitStyleAvailable) | |
98 m_compAnim->animationController()->removeFromAnimationsWaitingForSty
le(this); | |
99 m_animState = AnimationStateNew; | |
100 m_startTime = 0; | |
101 m_pauseTime = -1; | |
102 m_requestedStartTime = 0; | |
103 m_nextIterationDuration = -1; | |
104 endAnimation(); | |
105 | |
106 if (!paused()) | |
107 updateStateMachine(AnimationStateInputStartAnimation, -1); | |
108 return; | |
109 } | |
110 | |
111 if (input == AnimationStateInputEndAnimation) { | |
112 if (m_animState == AnimationStateStartWaitStyleAvailable) | |
113 m_compAnim->animationController()->removeFromAnimationsWaitingForSty
le(this); | |
114 m_animState = AnimationStateDone; | |
115 endAnimation(); | |
116 return; | |
117 } | |
118 | |
119 if (input == AnimationStateInputPauseOverride) { | |
120 if (m_animState == AnimationStateStartWaitResponse) { | |
121 // If we are in AnimationStateStartWaitResponse, the animation will
get canceled before | |
122 // we get a response, so move to the next state. | |
123 endAnimation(); | |
124 updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUp
dateTime()); | |
125 } | |
126 return; | |
127 } | |
128 | |
129 if (input == AnimationStateInputResumeOverride) { | |
130 if (m_animState == AnimationStateLooping || m_animState == AnimationStat
eEnding) { | |
131 // Start the animation | |
132 startAnimation(beginAnimationUpdateTime() - m_startTime); | |
133 } | |
134 return; | |
135 } | |
136 | |
137 // Execute state machine | |
138 switch (m_animState) { | |
139 case AnimationStateNew: | |
140 ASSERT(input == AnimationStateInputStartAnimation || input == Animat
ionStateInputPlayStateRunning || input == AnimationStateInputPlayStatePaused); | |
141 if (input == AnimationStateInputStartAnimation || input == Animation
StateInputPlayStateRunning) { | |
142 m_requestedStartTime = beginAnimationUpdateTime(); | |
143 m_animState = AnimationStateStartWaitTimer; | |
144 } | |
145 break; | |
146 case AnimationStateStartWaitTimer: | |
147 ASSERT(input == AnimationStateInputStartTimerFired || input == Anima
tionStateInputPlayStatePaused); | |
148 | |
149 if (input == AnimationStateInputStartTimerFired) { | |
150 ASSERT(param >= 0); | |
151 // Start timer has fired, tell the animation to start and wait f
or it to respond with start time | |
152 m_animState = AnimationStateStartWaitStyleAvailable; | |
153 m_compAnim->animationController()->addToAnimationsWaitingForStyl
e(this); | |
154 | |
155 // Trigger a render so we can start the animation | |
156 if (m_object) | |
157 m_compAnim->animationController()->addNodeChangeToDispatch(m
_object->node()); | |
158 } else { | |
159 ASSERT(!paused()); | |
160 // We're waiting for the start timer to fire and we got a pause.
Cancel the timer, pause and wait | |
161 m_pauseTime = beginAnimationUpdateTime(); | |
162 m_animState = AnimationStatePausedWaitTimer; | |
163 } | |
164 break; | |
165 case AnimationStateStartWaitStyleAvailable: | |
166 ASSERT(input == AnimationStateInputStyleAvailable || input == Animat
ionStateInputPlayStatePaused); | |
167 | |
168 if (input == AnimationStateInputStyleAvailable) { | |
169 // Start timer has fired, tell the animation to start and wait f
or it to respond with start time | |
170 m_animState = AnimationStateStartWaitResponse; | |
171 | |
172 overrideAnimations(); | |
173 | |
174 // Start the animation | |
175 if (overridden()) { | |
176 m_animState = AnimationStateStartWaitResponse; | |
177 updateStateMachine(AnimationStateInputStartTimeSet, beginAni
mationUpdateTime()); | |
178 } else { | |
179 double timeOffset = 0; | |
180 // If the value for 'animation-delay' is negative then the a
nimation appears to have started in the past. | |
181 if (m_animation->delay() < 0) | |
182 timeOffset = -m_animation->delay(); | |
183 startAnimation(timeOffset); | |
184 m_compAnim->animationController()->addToAnimationsWaitingFor
StartTimeResponse(this, isAccelerated()); | |
185 } | |
186 } else { | |
187 // We're waiting for the style to be available and we got a paus
e. Pause and wait | |
188 m_pauseTime = beginAnimationUpdateTime(); | |
189 m_animState = AnimationStatePausedWaitStyleAvailable; | |
190 } | |
191 break; | |
192 case AnimationStateStartWaitResponse: | |
193 ASSERT(input == AnimationStateInputStartTimeSet || input == Animatio
nStateInputPlayStatePaused); | |
194 | |
195 if (input == AnimationStateInputStartTimeSet) { | |
196 ASSERT(param >= 0); | |
197 // We have a start time, set it, unless the startTime is already
set | |
198 if (m_startTime <= 0) { | |
199 m_startTime = param; | |
200 // If the value for 'animation-delay' is negative then the a
nimation appears to have started in the past. | |
201 if (m_animation->delay() < 0) | |
202 m_startTime += m_animation->delay(); | |
203 } | |
204 | |
205 // Now that we know the start time, fire the start event. | |
206 onAnimationStart(0); // The elapsedTime is 0. | |
207 | |
208 // Decide whether to go into looping or ending state | |
209 goIntoEndingOrLoopingState(); | |
210 | |
211 // Dispatch updateStyleIfNeeded so we can start the animation | |
212 if (m_object) | |
213 m_compAnim->animationController()->addNodeChangeToDispatch(m
_object->node()); | |
214 } else { | |
215 // We are pausing while waiting for a start response. Cancel the
animation and wait. When | |
216 // we unpause, we will act as though the start timer just fired | |
217 m_pauseTime = beginAnimationUpdateTime(); | |
218 pauseAnimation(beginAnimationUpdateTime() - m_startTime); | |
219 m_animState = AnimationStatePausedWaitResponse; | |
220 } | |
221 break; | |
222 case AnimationStateLooping: | |
223 ASSERT(input == AnimationStateInputLoopTimerFired || input == Animat
ionStateInputPlayStatePaused); | |
224 | |
225 if (input == AnimationStateInputLoopTimerFired) { | |
226 ASSERT(param >= 0); | |
227 // Loop timer fired, loop again or end. | |
228 onAnimationIteration(param); | |
229 | |
230 // Decide whether to go into looping or ending state | |
231 goIntoEndingOrLoopingState(); | |
232 } else { | |
233 // We are pausing while running. Cancel the animation and wait | |
234 m_pauseTime = beginAnimationUpdateTime(); | |
235 pauseAnimation(beginAnimationUpdateTime() - m_startTime); | |
236 m_animState = AnimationStatePausedRun; | |
237 } | |
238 break; | |
239 case AnimationStateEnding: | |
240 #if !LOG_DISABLED | |
241 if (input != AnimationStateInputEndTimerFired && input != AnimationS
tateInputPlayStatePaused) | |
242 WTF_LOG_ERROR("State is AnimationStateEnding, but input is not A
nimationStateInputEndTimerFired or AnimationStateInputPlayStatePaused. It is %d.
", input); | |
243 #endif | |
244 if (input == AnimationStateInputEndTimerFired) { | |
245 | |
246 ASSERT(param >= 0); | |
247 // End timer fired, finish up | |
248 onAnimationEnd(param); | |
249 | |
250 m_animState = AnimationStateDone; | |
251 | |
252 if (m_object) { | |
253 if (m_animation->fillsForwards()) | |
254 m_animState = AnimationStateFillingForwards; | |
255 else | |
256 resumeOverriddenAnimations(); | |
257 | |
258 // Fire off another style change so we can set the final val
ue | |
259 m_compAnim->animationController()->addNodeChangeToDispatch(m
_object->node()); | |
260 } | |
261 } else { | |
262 // We are pausing while running. Cancel the animation and wait | |
263 m_pauseTime = beginAnimationUpdateTime(); | |
264 pauseAnimation(beginAnimationUpdateTime() - m_startTime); | |
265 m_animState = AnimationStatePausedRun; | |
266 } | |
267 // |this| may be deleted here | |
268 break; | |
269 case AnimationStatePausedWaitTimer: | |
270 ASSERT(input == AnimationStateInputPlayStateRunning); | |
271 ASSERT(paused()); | |
272 // Update the times | |
273 m_startTime += beginAnimationUpdateTime() - m_pauseTime; | |
274 m_pauseTime = -1; | |
275 | |
276 // we were waiting for the start timer to fire, go back and wait aga
in | |
277 m_animState = AnimationStateNew; | |
278 updateStateMachine(AnimationStateInputStartAnimation, 0); | |
279 break; | |
280 case AnimationStatePausedWaitResponse: | |
281 case AnimationStatePausedWaitStyleAvailable: | |
282 case AnimationStatePausedRun: | |
283 // We treat these two cases the same. The only difference is that, w
hen we are in | |
284 // AnimationStatePausedWaitResponse, we don't yet have a valid start
Time, so we send 0 to startAnimation. | |
285 // When the AnimationStateInputStartTimeSet comes in and we were in
AnimationStatePausedRun, we will notice | |
286 // that we have already set the startTime and will ignore it. | |
287 ASSERT(input == AnimationStateInputPlayStateRunning || input == Anim
ationStateInputStartTimeSet || input == AnimationStateInputStyleAvailable); | |
288 ASSERT(paused()); | |
289 | |
290 if (input == AnimationStateInputPlayStateRunning) { | |
291 // Update the times | |
292 if (m_animState == AnimationStatePausedRun) | |
293 m_startTime += beginAnimationUpdateTime() - m_pauseTime; | |
294 else | |
295 m_startTime = 0; | |
296 m_pauseTime = -1; | |
297 | |
298 if (m_animState == AnimationStatePausedWaitStyleAvailable) | |
299 m_animState = AnimationStateStartWaitStyleAvailable; | |
300 else { | |
301 // We were either running or waiting for a begin time respon
se from the animation. | |
302 // Either way we need to restart the animation (possibly wit
h an offset if we | |
303 // had already been running) and wait for it to start. | |
304 m_animState = AnimationStateStartWaitResponse; | |
305 | |
306 // Start the animation | |
307 if (overridden()) { | |
308 updateStateMachine(AnimationStateInputStartTimeSet, begi
nAnimationUpdateTime()); | |
309 } else { | |
310 startAnimation(beginAnimationUpdateTime() - m_startTime)
; | |
311 m_compAnim->animationController()->addToAnimationsWaitin
gForStartTimeResponse(this, isAccelerated()); | |
312 } | |
313 } | |
314 break; | |
315 } | |
316 | |
317 if (input == AnimationStateInputStartTimeSet) { | |
318 ASSERT(m_animState == AnimationStatePausedWaitResponse); | |
319 | |
320 // We are paused but we got the callback that notifies us that a
n accelerated animation started. | |
321 // We ignore the start time and just move into the paused-run st
ate. | |
322 m_animState = AnimationStatePausedRun; | |
323 ASSERT(m_startTime == 0); | |
324 m_startTime = param; | |
325 m_pauseTime += m_startTime; | |
326 break; | |
327 } | |
328 | |
329 ASSERT(m_animState == AnimationStatePausedWaitStyleAvailable); | |
330 // We are paused but we got the callback that notifies us that style
has been updated. | |
331 // We move to the AnimationStatePausedWaitResponse state | |
332 m_animState = AnimationStatePausedWaitResponse; | |
333 overrideAnimations(); | |
334 break; | |
335 case AnimationStateFillingForwards: | |
336 case AnimationStateDone: | |
337 // We're done. Stay in this state until we are deleted | |
338 break; | |
339 } | |
340 } | |
341 | |
342 void AnimationBase::fireAnimationEventsIfNeeded() | |
343 { | |
344 if (!m_compAnim) | |
345 return; | |
346 | |
347 // If we are waiting for the delay time to expire and it has, go to the next
state | |
348 if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationS
tateLooping && m_animState != AnimationStateEnding) | |
349 return; | |
350 | |
351 // We have to make sure to keep a ref to the this pointer, because it could
get destroyed | |
352 // during an animation callback that might get called. Since the owner is a
CompositeAnimation | |
353 // and it ref counts this object, we will keep a ref to that instead. That w
ay the AnimationBase | |
354 // can still access the resources of its CompositeAnimation as needed. | |
355 RefPtr<AnimationBase> protector(this); | |
356 RefPtr<CompositeAnimation> compProtector(m_compAnim); | |
357 | |
358 // Check for start timeout | |
359 if (m_animState == AnimationStateStartWaitTimer) { | |
360 if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->de
lay()) | |
361 updateStateMachine(AnimationStateInputStartTimerFired, 0); | |
362 return; | |
363 } | |
364 | |
365 double elapsedDuration = getElapsedTime(); | |
366 | |
367 // Check for end timeout | |
368 if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) { | |
369 // We may still be in AnimationStateLooping if we've managed to skip a | |
370 // whole iteration, in which case we should jump to the end state. | |
371 m_animState = AnimationStateEnding; | |
372 | |
373 // Fire an end event | |
374 updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration); | |
375 } else { | |
376 // Check for iteration timeout | |
377 if (m_nextIterationDuration < 0) { | |
378 // Hasn't been set yet, set it | |
379 double durationLeft = m_animation->duration() - fmod(elapsedDuration
, m_animation->duration()); | |
380 m_nextIterationDuration = elapsedDuration + durationLeft; | |
381 } | |
382 | |
383 if (elapsedDuration >= m_nextIterationDuration) { | |
384 // Set to the next iteration | |
385 double previous = m_nextIterationDuration; | |
386 double durationLeft = m_animation->duration() - fmod(elapsedDuration
, m_animation->duration()); | |
387 m_nextIterationDuration = elapsedDuration + durationLeft; | |
388 | |
389 // Send the event | |
390 updateStateMachine(AnimationStateInputLoopTimerFired, previous); | |
391 } | |
392 } | |
393 } | |
394 | |
395 void AnimationBase::updatePlayState(EAnimPlayState playState) | |
396 { | |
397 if (!m_compAnim) | |
398 return; | |
399 | |
400 // Set the state machine to the desired state. | |
401 bool pause = playState == AnimPlayStatePaused; | |
402 | |
403 if (pause == paused() && !isNew()) | |
404 return; | |
405 | |
406 updateStateMachine(pause ? AnimationStateInputPlayStatePaused : AnimationSt
ateInputPlayStateRunning, -1); | |
407 } | |
408 | |
409 double AnimationBase::timeToNextService() | |
410 { | |
411 // Returns the time at which next service is required. -1 means no service i
s required. 0 means | |
412 // service is required now, and > 0 means service is required that many seco
nds in the future. | |
413 if (paused() || isNew() || m_animState == AnimationStateFillingForwards) | |
414 return -1; | |
415 | |
416 if (m_animState == AnimationStateStartWaitTimer) { | |
417 double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime()
- m_requestedStartTime); | |
418 return max(timeFromNow, 0.0); | |
419 } | |
420 | |
421 fireAnimationEventsIfNeeded(); | |
422 | |
423 // In all other cases, we need service right away. | |
424 return 0; | |
425 } | |
426 | |
427 // Compute the fractional time, taking into account direction. | |
428 // There is no need to worry about iterations, we assume that we would have | |
429 // short circuited above if we were done. | |
430 | |
431 double AnimationBase::fractionalTime(double scale, double elapsedTime, double of
fset) const | |
432 { | |
433 double fractionalTime = m_animation->duration() ? (elapsedTime / m_animation
->duration()) : 1; | |
434 // FIXME: startTime can be before the current animation "frame" time. This i
s to sync with the frame time | |
435 // concept in AnimationTimeController. So we need to somehow sync the two. U
ntil then, the possible | |
436 // error is small and will probably not be noticeable. Until we fix this, re
move the assert. | |
437 // https://bugs.webkit.org/show_bug.cgi?id=52037 | |
438 // ASSERT(fractionalTime >= 0); | |
439 if (fractionalTime < 0) | |
440 fractionalTime = 0; | |
441 | |
442 int integralTime = static_cast<int>(fractionalTime); | |
443 const int integralIterationCount = static_cast<int>(m_animation->iterationCo
unt()); | |
444 const bool iterationCountHasFractional = m_animation->iterationCount() - int
egralIterationCount; | |
445 if (m_animation->iterationCount() != CSSAnimationData::IterationCountInfinit
e && !iterationCountHasFractional) | |
446 integralTime = min(integralTime, integralIterationCount - 1); | |
447 | |
448 fractionalTime -= integralTime; | |
449 | |
450 // Thie method can be called with an elapsedTime which very slightly | |
451 // exceeds the end of the animation. In this case, clamp the | |
452 // fractionalTime. | |
453 if (fractionalTime > 1) | |
454 fractionalTime = 1; | |
455 ASSERT(fractionalTime >= 0 && fractionalTime <= 1); | |
456 | |
457 if (((m_animation->direction() == CSSAnimationData::AnimationDirectionAltern
ate) && (integralTime & 1)) | |
458 || ((m_animation->direction() == CSSAnimationData::AnimationDirectionAlt
ernateReverse) && !(integralTime & 1)) | |
459 || m_animation->direction() == CSSAnimationData::AnimationDirectionRever
se) | |
460 fractionalTime = 1 - fractionalTime; | |
461 | |
462 fractionalTime -= offset; | |
463 // Note that if fractionalTime == 0 here, scale may be infinity, but in | |
464 // this case we don't need to apply scale anyway. | |
465 if (scale != 1.0 && fractionalTime) { | |
466 ASSERT(scale >= 0 && !std::isinf(scale)); | |
467 fractionalTime *= scale; | |
468 } | |
469 | |
470 ASSERT(fractionalTime >= 0 && fractionalTime <= 1); | |
471 return fractionalTime; | |
472 } | |
473 | |
474 double AnimationBase::progress(double scale, double offset, const TimingFunction
* timingFunction) const | |
475 { | |
476 if (preActive()) | |
477 return 0; | |
478 | |
479 double dur = m_animation->duration(); | |
480 if (m_animation->iterationCount() > 0) | |
481 dur *= m_animation->iterationCount(); | |
482 | |
483 if (postActive() || !m_animation->duration()) | |
484 return 1.0; | |
485 | |
486 double elapsedTime = getElapsedTime(); | |
487 if (m_animation->iterationCount() > 0 && elapsedTime >= dur) { | |
488 const int integralIterationCount = static_cast<int>(m_animation->iterati
onCount()); | |
489 const bool iterationCountHasFractional = m_animation->iterationCount() -
integralIterationCount; | |
490 return (integralIterationCount % 2 || iterationCountHasFractional) ? 1.0
: 0.0; | |
491 } | |
492 | |
493 const double fractionalTime = this->fractionalTime(scale, elapsedTime, offse
t); | |
494 | |
495 if (!timingFunction) | |
496 timingFunction = m_animation->timingFunction(); | |
497 | |
498 return timingFunction->evaluate(fractionalTime, accuracyForDuration(m_animat
ion->duration())); | |
499 } | |
500 | |
501 void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const | |
502 { | |
503 if (postActive()) { | |
504 time = -1; | |
505 isLooping = false; | |
506 return; | |
507 } | |
508 | |
509 // Decide when the end or loop event needs to fire | |
510 const double elapsedDuration = getElapsedTime(); | |
511 double durationLeft = 0; | |
512 double nextIterationTime = m_totalDuration; | |
513 | |
514 if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) { | |
515 durationLeft = m_animation->duration() > 0 ? (m_animation->duration() -
fmod(elapsedDuration, m_animation->duration())) : 0; | |
516 nextIterationTime = elapsedDuration + durationLeft; | |
517 } | |
518 | |
519 if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) { | |
520 // We are not at the end yet | |
521 ASSERT(m_totalDuration < 0 || nextIterationTime > 0); | |
522 isLooping = true; | |
523 } else { | |
524 // We are at the end | |
525 isLooping = false; | |
526 } | |
527 | |
528 time = durationLeft; | |
529 } | |
530 | |
531 void AnimationBase::goIntoEndingOrLoopingState() | |
532 { | |
533 double t; | |
534 bool isLooping; | |
535 getTimeToNextEvent(t, isLooping); | |
536 m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding; | |
537 } | |
538 | |
539 void AnimationBase::freezeAtTime(double t) | |
540 { | |
541 if (!m_compAnim) | |
542 return; | |
543 | |
544 if (!m_startTime) { | |
545 // If we haven't started yet, make it as if we started. | |
546 m_animState = AnimationStateStartWaitResponse; | |
547 onAnimationStartResponse(beginAnimationUpdateTime()); | |
548 } | |
549 | |
550 ASSERT(m_startTime); // if m_startTime is zero, we haven't started ye
t, so we'll get a bad pause time. | |
551 if (t <= m_animation->delay()) | |
552 m_pauseTime = m_startTime; | |
553 else | |
554 m_pauseTime = m_startTime + t - m_animation->delay(); | |
555 | |
556 // It is possible that m_isAccelerated is true and m_object->compositingStat
e() is NotComposited, because of style change. | |
557 // So, both conditions need to be checked. | |
558 if (m_object && m_object->compositingState() == PaintsIntoOwnBacking && isAc
celerated()) | |
559 pauseAnimation(t); | |
560 } | |
561 | |
562 double AnimationBase::beginAnimationUpdateTime() const | |
563 { | |
564 if (!m_compAnim) | |
565 return 0; | |
566 | |
567 return m_compAnim->animationController()->beginAnimationUpdateTime(); | |
568 } | |
569 | |
570 double AnimationBase::getElapsedTime() const | |
571 { | |
572 ASSERT(!postActive()); | |
573 if (paused()) | |
574 return m_pauseTime - m_startTime; | |
575 if (m_startTime <= 0) | |
576 return 0; | |
577 | |
578 double elapsedTime = beginAnimationUpdateTime() - m_startTime; | |
579 // It's possible for the start time to be ahead of the last update time | |
580 // if the compositor has just sent notification for the start of an | |
581 // accelerated animation. | |
582 return max(elapsedTime, 0.0); | |
583 } | |
584 | |
585 } // namespace WebCore | |
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